Genre: Platform, Hack and slash/Beat 'em up, Adventure
Firegirl: Hack 'n Splash Rescue
🔥 Hot News: Firegirl DX Community Items available now! 🚒
Hey everyone,
I hope you all have a good start into the new week! If not I can hopefully help you out a little bit, because the Steam Community Items for Firegirl: Hack 'n Splash Rescue DX are now available!
The Firegirl: Hack 'n Splash Rescue DX Community Items include:
6 Emoticons
5 Profile Backgrounds
5 Trading Cards
Badge (5 Levels + Foil Badge)
Thank you once again for all the feedback I continue to receive from you. It's really valuable to me, and I read and analyze everything I get. Promise! ❤️
Today, we are launching the DX version of Firegirl! The good news is that you already own it if you purchased Firegirl before!
Here's how we are updating the current build to the DX build:
Firegirl 1.026 "DX" Patch notes
Bug fixes
Fixed enemy placement issues in the forest
Fixed a certain big enemy's collisions in its second encounter
Fixed spelling mistakes
Improvements
Improved performance. We worked on and updated parts of our rendering pipeline. There should be performance improvements but this is highly dependent on hardware.
Improved stability
New features
Steam Deck compatibility. Firegirl is now playable on Steam Deck! Please let us know how it plays in the community hub!
Steam achievements. We added 21 Steam achievements. Almost all of them are retroactive so they should unlock as you load your previous save!
Please let us know what you think of the "DeluXe" edition of the game and have a nice achievement hunt!
As always, thanks for playing! Julien
Fifth Update
Hey everyone,
In this fifth update, we bunched together a lot of fixes but also added new content. Without further ado, here are the patch notes:
Firegirl 1.025 patch notes
Tweaks and bug fixes
Removed the placeholder blue text from a late game cutscene
Fixed several spelling mistakes (English)
Fixed several translation mistakes (French)
Fixed translation issues in the options menu
Fixed a bug that occurred while petting the dog
Fixed mission report calculation errors
Fixed a collision issue with some hatches in the train level
Fixed a collision bug that made certain fire monsters temporarily invincible
Fixed a purchase bug that made it possible to get available cash in negative
Fixed a bug with one of the exits in the forest
Fixed camera issues in the forest
Additional tweaks to the difficulty curve
New features
A message is now displayed when Firegirl is getting closer to a fire tome
Added blue versions of certain fire monsters. Those rare hotter variants have more health but yield way more extra time once extinguished.
Added a new flying enemy that spawns fire bats.
Added a fire-breathing enemy.
Please let us know what you think of those new features and fire monsters!
Thanks again for playing, Julien
Fourth Update
Hey everyone, happy new year!
New year, new updates!
For this particular update I decided to focus on making the whole income system more predictable, less arcane and also more rewarding for all players.
Firegirl V1.024 Patch Notes
Tweaks and bug fixes
Tweaked hose water collision to prevent unwanted collisions with debris
Fixed a bug that made a few exits spawn closed
Water now refills faster when running out of pressure and the auto refill upgrade has been purchased
Medals 10 and 12 have been fixed and are now accessible to all players
Fixed a fire tome spawning bug in the apartments
Fixed certain sounds not being affected by audio settings
Income update:
Fan donation isn’t random anymore. It is now double the fan count (before upgrades).
Vinny’s upgrade for city fund negotiation is now way more effective (+25% per level instead of +5%)
Kareem’s infirmary upgrade is now more effective (+10% per level instead of +5%)
Price scaling of several upgrades has been revised
Added more detail to the mission report screen
We have more updates and new content coming soon, keep the feedback coming!
Thanks again for playing! Julien
Third Update
Hey everyone,
Julien here, time for an update!
We’ve got more fixes, tweaks and improvements thanks to your feedback!
This time I tried to break down the patch notes in categories to improve readability:
Version 1.023 Patch Notes
New Features and Improvements
Rewrote the fire tome placement code. Fire tomes will appear sooner in the levels. We will add a UI notification when a fire tome is in proximity at a later date (when the localization company we work with comes back from holiday break)
Rewrote the level exit spawning code from the ground up. Exits won’t be available from the start anymore and way more exits will be spawned once all the survivors have been rescued.
Improved enemy spawning in the run-down apartments and the train levels. Certain encounters have been rebuilt from the ground up to facilitate platforming in some sections.
Bug fixes
Fixed the hose automatically shooting to the left when no direction is pushed on the stick (controller only)
Fixed a firechief sprite talking animation where his eyepatch had mysteriously disappeared
Fixed a rare bug that prevented extinguished enemies or clocks to give time under some very specific circumstances
Fixed a bug where items behind rubble disappeared when the rubble got destroyed
Fixed a bug that made walking enemies spawn behind doors
Tweaks
Toned down the upward force of the knockback when getting hit.
Removed confusing background flames in the forest level.
Please let us know what you think of those changes in the comments below or on the game's community hub!
We have more updates coming based on your feedback and fresh (hot?) new content is also on the way!
Thanks again for playing!
Julien
Second Update!
Hey everyone, it’s Julien again!
We’ve been listening to more of your feedback and are back with another update.
The tweaks and fixes in question are mostly about gameplay this time!
Version 1.022 Patch notes:
Train cars move much slower when separating
Debris from piles disappear after getting hit
Changed the axe collision to increase the reach and make the jump attacks more effective
Made shooting with the hose snappier (controller only)
Tweaked water refill spawn code
Water refills refill more water
Fixed the bug where the hose water stream would start shooting up when colliding with nearby debris
Tweaked enemy collisions
Reduced the HP of several flying enemies
Extinguishing enemies is generally slightly faster
Certain enemies now give 2 or 3 seconds when extinguished instead of 1
Reworked the difficulty progression from the ground up. The game will now unlock missions with more survivors to rescue only if you have been successful at that particular type of mission. For that reason, players that are already far into the game will encounter a few easy one survivor missions before getting back to missions more suited to them. Story and upgrade progressions won’t be affected at all.
Please let us know what you think of those changes in the comments below or on the game's community hub!
Thanks again for playing, next update will be about level generation tweaks and enemy spawning improvements!
Julien
First Update!
Hey everyone!
Julien here, I'm the game's programmer and half of Dejima.
We've been reading your comments and reviews, we're listening to your feedback and we're determined to keep improving the game.
Based on the feedback we received, we've already started making changes which brings us to this first update!
Here are the patch notes:
Version 1.021 Patch notes:
Reworked mouse aiming from the ground up. We added a reticle and made the controls one to one for snappier and smoother mouse aiming.
Fixed several issues concerning settings not saving properly.
Modified some enemies to improve their visibility.
Made several enemy death animations faster. It is now more apparent when a fire has been put out.
Various stability fixes.
We'd love to hear what you think of the new mouse controls. Let us know in the comments below or on the game's community hub!
Thank you for playing, stay tuned for more updates and new features! Julien
🔥 Grab your helmet, trusty axe and fire hose: Firegirl is AVAILABLE NOW! 🔥
Hey there fellow firefighter-to-be's,
It's finally time! As you can see from the "Add to Cart" button on the product page, our beloved baby Firegirl: Hack 'n Splash RescueIS NOW AVAILABE ON STEAM. Woohoo! Man, it really is a damn good feeling when, after all these long years, you can (finally) release your well-cared-for child into the wide world. And Julien and I are really proud Firegirl parents, you better believe it!
https://www.youtube.com/watch?v=HNGbcJPhGRY So grab your helmet, trusty axe and high-pressure fire hose and get into the boots of little Firegirl, a young rescue officer just starting her career. Respond to emergency calls and save trapped civilians all across the city. Oh, and cuddly cats as well!
But keep on your mind: When Firegirl arrives on the scene, she only has a few minutes to save all the civilians caught in the blaze! You will douse roaring flames, chop through obstacles and extinguish dastardly pyro-monsters, use your hose to boost your jumps and reach high places.
We would like to thank you all for accompanying us on our journey to the release of Firegirl and for always giving feedback. That really means a lot to us. And we hope you enjoy playing Firegirl as much as we enjoyed developing the game!
So rookies, what are you waiting for?!? A city in flames is waiting for you to save the day!
Best of luck and have fun! Julien, Gabe & the Dejima Team
Saving Cats & petting Dogs in a 🔥-fighting Platformer: How Firegirl came to be!
Hey there fellow firefighter-to-be's,
We are sooooo close - tomorrow is the day! Tomorrow Firegirl will finally be released for the PC. Before that, I'd like to tell you a little bit about how Julien and I (Hi, I'm Gabe! 😊) came to develop the game together in the first place.
It all started at Bit Summit in 2016. My wife had ended up at a booth, captivated by a roguelike game called Illumine made by some French guy named Julien. She insisted that I try it out and YEAH, it was really good! By the end of the event, I had shared drinks with the man and years later we would be releasing our project: Firegirl: Hack n’ Splash Rescue
Julien had been living in Japan for a few years with his wife when I met them. A phD in astrophysics, he was pursuing a new career in indie games while his wife worked at the university of Hokkaido. Julien created a game called Illumine, a roguelike game driven by player choice and audio queues. It had few art assets, but I found the experience really compelling. It was clear to me that he knew how to make a complete game with very few resources.
I had been living in Korea and working as an English teacher for several years, using all of my free time to try and find a good indie project to get involved with. Upon meeting Julien we began working together on a few demos, but those failed to materialize into anything worthwhile. We decided to go all in on one final demo: A cute pixel platformer about a fire fighting girl. We would give it a few months and see if the idea had legs.
It started as a simple pixel game, but we continued to add more 3D elements and more lighting effects. We created more detailed animations, and even played with a firetruck level at one point. As the concept expanded we had a good reception and we felt confident in following through with the project.
We took a lot of inspiration from classics like Mickey’s Magical Quest and the Firemen. There’s also a bit of Contra and MegaMan in there. We’ve been trying to thread the needle of making something that is action-packed but not too violent. Challenging but still accessible and fun. Serious, but not too dark. We ultimately made a childlike fantasy of firefighting with a noir twist. Obviously, you can expect a lot of cat-saving, hose-jump action, shady characters, and moody night scenes. And yeah, you can pet the dog! 🐶
As a roguelike, the focus is primarily on creating intense moment-to-moment gameplay. You will always keep your upgrades between runs even if you fail. AND YOU WILL FAIL (if you don’t then you’re much better at the game than we are 😂). Failure is a part of the experience, and you can jump back into another mission within moments. As you get the hang of the technique, your goal will move from surviving to achieving the elusive perfect mission. It’s a game you can pick up for a few minutes or a few hours and have a lot of fun with.
A lot has happened since we began making Firegirl: Hack ‘n Splash Rescue. Julien and I both became fathers, and in 2019 we received the IGN Japan Media Spotlight Award at Bitsummit. Due to the pandemic we have been stuck at home for long periods of time. Our lives hardly resemble what they were before we started this, and it’s hard to believe that we are releasing to the world in a few days!
It will probably take you about 8-10 hours to complete the story of Firegirl. But you can play it forever if you want. I have been playing it for nearly three years, and it still brings me thrills. We hope you will enjoy playing the game as much as we enjoyed creating it!
See you all at the start of your firefighting shift tomorrow! 🔥🚒 Gabe, Julien & the Dejima Team
🔥 BURNING NEWS: Firegirl Launch Trailer available, only 6 more Days to go! 🔥
Hey there fellow firefighter-to-be's,
it's your favorite Firegirl dev team with some exciting news: We are getting into the hot phase! (Sorry friends, we really couldn't resist that one) Next week Firegirl will be released and we really can't wait to see you all out there fighting fires, rescuing cats and civilians and save the day!
As a little teaser, we also have the launch trailer of Firegirl for you today:
[previewyoutube="WhiIV0vC3fI;full"] Grab your helmet, trusty axe and high-pressure fire hose and get ready to get into the boots of Firegirl very soon.
See you next week for your shift, rookie! Dismissed!
Best of luck and have fun! Julien, Gabe & the Dejima Team